Sight's don't reflect viewing area.

Kazuki_Fuse

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I was wondering if Source is capable of relfecting the player's viewing area in gun sights? I don't really see it as a problem or anything, I was just wondering if it's a limitation of the Source engine. Like the crossbow in HL2 and some guns that have sights in CS:S don't reflect what the player is looking at, is that just to improve performance?
 
The site on the crossbow does reflect the world, but its realistic unlke Far Cry. In real life you wouldnt see shit like that on the glass of the scope you would see whats behind you if you have the right glare.
 
it's taken from the areas cubemap. as u walk around the level it swaps between cubemaps. the map designer places cubemap points to tell the engine where to create cubemaps for reflections.

the engine could do a "proper" one by using the same system it uses for water, or for videoscreens.
 
Yeah I thought it used like a map. But why wouldn't they just make it reflect properley? Would they not do it because there be a performance hit for something that's not necessary?
 
It's just preference. The water refraction might have looked better, but then what if you had water refractions set to simple? Then people would complain that the scope didn't work.
They have to take general performance issues in to account as well as visuals.
 
"proper" reflections involve completely rendering the whole world an extra time every frame for the relection.

so its a big performance hit for something u hardly notice.

valve decided the pre-rendered cubemaps were good enough.
 
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